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Cancelled Games XCOM TBG - Digital Edition - CANCELED!

Would you like the game to be 4 player, or 8 player?


  • Total voters
    7
  • Poll closed .
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@Lone_Garurumon we should try to move all ufo's to one continent, the lowest one, and send 3 interceptors there. How does that sound?
How are your odds with both strategies?
How the hell do you do that? It's not like we have control over the things... Do we?
If we sent 3 against 3 it'd come out as an 80% success chance.
 
Hmm, personally I think keeping them where they are would work best, since I feel more comfortable with multiple less critical missions than I do with a single huge one if the odds are the same for both. Since I can only send a max of 3 interceptors to each continent.
 
Use 1+ Satellite to figure out the alien's invasion plan. Roll x amount of 100 sided dice. Where x is the amount of Satellites assigned to this task. Each Satellite has a 40% chance of uncovering the plan.
I will send 2 Satellites to this one, just to figure out what the heck they are doing here.
Increase panic in Asia by 1.
And I will choose this Crisis.
 
Phase has ended, update will be near twilight.

Work called. ^^;
 
P1 TP recap - RP start
Timed Phase Recap

2 Satellites were send to figure out mission plan. Rolling Dice...
90 -- FAIL
77 -- FAIL
Failed to figure out enemy mission plan.

Crisis!
Asia's panic rises by 1!

Current Status
4/8 Satelites
CO-Tech:
Mission Control : Timed Phase : Place 1 Satelite; Move 1 unit from its reserve to board or vice versa
CO-Tech: Satellite Nexus : Timed Phase : Place 1 Satelite; Move 1 UFO on the board to another space on the board.
CO-Tech: Satellite Uplink : Resolution Phase : Exhaust this; reroll the last rolled result.
2/4 Assaults
2/4 Heavies
2/4 Snipers
2/4 Supports

SL-Tech: Skyranger : Timed Phase : Place 2 soldiers; Discard a crisis card from the crisis pool, limit 1/round.
8/8 Scientists
CS-Tech:
Research Center : Timed Phase : Exhaust this; discard 2 tech leads from your current pool, then receive 2 new ones.
CS-Tech: Laboratory : Resolution Phase : Discard 1 salvage; multiply a tech's fail chance by 0.9 this turn.
CS-Tech: Workshop : Resolution Phase : Place x* Scientists: Use a card with the "exhaust this" modifier from your research leads in hand, then discard it. (can be used on timed phase exhaust this cards. *x stands for amount of work the card requires to be researched)
6/8 Interceptors
HQ-Bonus:
Europe - Extra Knowledge : Resolution Phase : Exhaust this; Use on 1 unresearched task during the resolution phase, this task has their fail chance multiplied by 0.9 this turn. Can only be used if Europe's panic level is low.
Commander-Tech: Emergency Funding : You start the game with 10$ emergency funding. Every timed phase you can take out as much emergency funding as you wish. Emergency funding does not refill over time.
Commander-Tech: Officer Training : Timed Phase : Exhaust this; place 1 soldier here from its reserve, that soldier becomes Elite.

World Overview
:
Continent - Panic Level - Amount of UFOs - Notes
Europe - 1 - 0
North America - 2 - 1 - 1 Interceptor on route
South America - 2 - 0
Africa - 1 - 1 - 1 Interceptor on route
Asia - 3 - 1 - 1 Interceptor on route
Australia - 4 - 0

Base - 8 HP - Enemies in base:
latest

Sectoid - Weak to Critical - 2 HP - No Ability
Soldiers protecting base:
  • 1 sniper

Mission:

Mission 2 - Asset Recovery:
Objective 1: Defeat UNKNOWN alien
Objective 2: Roll a succes with either an assault or sniper on this task.
Objective 3: Roll a succes with either a heavy or support on this task.
Reward: Build 2 Interceptors. Reduce panic in Australia by 2.

Soldiers at Mission Site: Assault & Support

Research:

1. Satelite Targeting - Aggressive
2. Elerium - Aggressive
3. Carapace Armor - Passive

Commanders Turn:
14$ budget total
- 3$ for intecerprots
- 5$ for research
- 2$ on satellites
- 1$ on base defense
- 2$ on mission
------------
- 13$
14 $
------------
Leftover budget: 1$

Would you like to buy a soldier or interceptor?

It is now resolution phase. There is no timer on this phase. If you don't react for a while I might sub you out though.
 
Interceptor bought.

It is now the Chief Scientist's turn. Commander @Lone_Garurumon has a special ability available. Would you like to use it?
 
@Lone_Garurumon He is talking about your power in the resolution phase
HQ-Bonus: Europe - Extra Knowledge : Resolution Phase : Exhaust this; Use on 1 unresearched task during the resolution phase, this task has their fail chance multiplied by 0.9 this turn. Can only be used if Europe's panic level is low.
You forgot your timed phase actions.

Had to say this from @SoaringDylan btw.
 
What exactly do I do now?

The Chief Scientist's turn is mostly automatic, if they don't have any special action to do (which can be unlocked by research) their turn will automatically end and the output will be determent.
Researching Techs:
To research a tech, an amount of work needs to be put into said research. The amount required depends on each research. Based on the priority and research strategy chosen in the Timed Phase a dice will be rolled to see if there has successfully been put in any work on the lead. If there has been successful progression on the lead, the research team will continue onto the next lead. However, if one of the attempts fails all research for this turn ends. That is not all, a failed research attempt on a lead renders the lead useless, meaning you can't further research this lead. The lead will be discarded and you'll get a new one next Timed Phase. It is possible to see a lead return in any of the following Timed Phases.

It looks like you're allowed to do one of these powers, and then you'll run through the results of your research.
CS-Tech: Laboratory : Resolution Phase : Discard 1 salvage; multiply a tech's fail chance by 0.9 this turn.
CS-Tech: Workshop : Resolution Phase : Place x* Scientists: Use a card with the "exhaust this" modifier from your research leads in hand, then discard it. (can be used on timed phase exhaust this cards. *x stands for amount of work the card requires to be researched)
So it looks like you can actually use one of these techs at the cost of some scientists, but then you'll lose the lead.
Satellite Targeting - 3 work - Central Officer - Resolution Phase : Place Satellite; when you roll a negative ending (ex: failing a research) you may reroll the dice. You can, however only prevent the bad thing from happening, not the good result from occuring.
Elerium - 2 work - Commander - Timed Phase : Exhaust this; place 2$ credits on Emergency Funding
Carapace Armor - 2 work - Squad Leader - Resolution Phase : Exhaust this; you save one of your soldiers from an enemies killing blow.
UFO Tracking - 3 work - Central Officer - Resolution Phase : Place Satelite; multiply the failure chance by 0.9 for the current dice roll. Limited twice per round.
Interceptor Repair - 2 work - Chief Scientist - Timed Phase : Place Scientist; build 1 interceptor. Limited twice per round.
Run & Gun - 1 work - Squad Leader - Resolution Phase : Place assault; multiply the failure chance by 0.9 for the current mission/base defense enemy accuracy roll.
 
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